Football board game and method

ABSTRACT

Slyder Football™ is a board game simulating American football. The game board has enclosed sides and the playing surface has a simulated, full size football field with designated scoring areas in each end zone. The players move a simulated football token by “thumping” it with their finger through obstacles located on the board, to a scoring area located in the opposite end zone. Preferably, the game board can be rotated 180 degrees for simulating side changes at halftime, i.e. after a first player reaches five (5) total scores.

CROSS REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional Application Ser. No. 61/284,337, filed on Dec. 17, 2009, the disclosure of which is fully incorporated by reference herein.

FIELD OF THE INVENTION

This invention relates to a board or “parlor” game, more particularly to a game for simulating many aspects of American football. An object of this invention is to provide a simplified version of football that can be played by all regardless of athletic ability or knowledge of football rules/team statistics and the like. The game can be quickly learned since the options are limited. It is especially suited for playing as a “tailgate” game, i.e., on the laps of the players or on a flat surface outside the stadium while waiting for a real game, high school, college or professional, to start. The invention also relates to a method for playing a “Slyder Football” game using this board.

There is no requirement of detailed knowledge of rules, penalties, offensive or defensive strategies, player responsibilities, etc. A principle object of this invention is to make a highly portable board game simple, fun and easily mastered.

BACKGROUND OF THE INVENTION

Many current football-simulating board games have sliding or movable parts for indicating ball position, down markers, yardage and/or relative player positioning. Often such games required using cards, dice, spinners or combinations of these devices. These past games also required a certain minimum ability level to play such that a player with a higher knowledge of the game (or skill level) had an inherent advantage over other, less experienced players in head-to-head competitions. The goal of many past football-type board games was to reproduce a “live” football experience. Contrast that with a main goal of this invention, i.e., keeping the game simple and fun for all ages and ability levels. This game will be a welcome, viable option from the overly sophisticated technical and electronic games that many people avoid.

There are numerous parlor football games known including the dice driven, multiple disc game of Clark U.S. Pat. No. 1,520,011, and the stylus-moving, oval disked game of Yaraus U.S. Pat. No. 1,680,356. Another indoor game with three-dimensional goalposts is set forth in Hands U.S. Pat. No. 1,663,404. A tabletop finger flipping football/rugby game is shown in Kemp et al. U.S. Pat. No. 4,733,867. Finally, a tabletop football game board configuration was claimed in Conaway U.S. Design Pat. No. D474,814 several years back. None of these address the compactness and subtle simplicity of the present invention, however.

SUMMARY OF THE INVENTION

A primary object of this invention provides a fast-paced simulation of an American football game that is both easy to learn and fun to play. Each player has a maximum of four (4) “downs” to move or thump their token from the kickoff area, or a spotted change of possession location, to the scoring area in the opposing player's end zone. The scoring area is a hole, preferably completely, through the game board in the center of each end zone. The player on offense must move his/her token by thumping same through a series of on-field pegs and other turnover areas on the field proper, to eventually get the token into the scoring hole in the opponent's end zone. The offense has four (4) downs to thump his/her token across the field and into the end zone, scoring hole. Failure to “score” after four downs, or after the token touches a turnover area results in a change of possession where the token last stopped.

For a single game, the first player to reach ten “scores” wins and, preferably, a player should win by two goals or touchdowns. Most preferably, the board should be rotated 180 degrees after the first player reaches five (5) goals/touchdowns or scores as if to simulate the teams switching sides of the field.

BRIEF DESCRIPTION OF THE DRAWINGS

Other advantages of the present invention will become apparent to those skilled in the art after reviewing the detailed description that follows made with reference to accompanying drawings in which:

FIG. 1 shows a top perspective view of the game board with its protective lid partially removed;

FIG. 2 shows a top plan view of this game board with the protective lid fully removed;

FIG. 3 shows a bottom plan view of the game board with its rotating base;

FIG. 4 shows a left side sectional view of the game board with its lid in place (the right side view being a mirror image of same);

FIG. 5 shows a front sectional view of the game board from one end zone (the rear view from the opposite end zone being a mirror image of same);

FIG. 6 shows the game board in cross section as would be seen from lines VI-VI of FIG. 1;

FIG. 7 a is a perspective view of a player using his/her finger to “thump” the token (simulated football) for legal movement according to this invention; and

FIG. 7 b is a perspective view of a player using his/her finger to illegally move the token (simulated football) resulting in a turnover.

DESCRIPTION OF PREFERRED EMBODIMENTS

Referring now to FIGS. 1-6, there is shown a first embodiment of game board, generally 10. Board 10 has a flat surface or base 12 onto which is adhered a laminate with lines for a full length, American football playing field 14, though on a smaller, tabletop-sized scale. Alternately, playing field 14 may be printed, painted or engraved on flat base 12. By “full field”, it is meant that playing field includes 2 end zones 16, sidelines 18 and yard markers 20 representing the hundred yards field customarily associated with American football on a high school, college and professional level.

Board 10 is not limited to manufacture from any given material. Surface options include wood, plastic, metal, composite, glass, fiberglass and the like. Nor is board 10 limited to any particular size. One practical size, however, measures about 16 inches wide, about 24 inches long and about 3¼ inches deep.

Along opposite ends of playing field 14, beyond end zones 16, there are two interior end walls 22. Along opposite sides of playing field 14, adjacent sidelines 18, there are interior sidewalls 24. Either end walls 22, sidewalls 24 or both may be customized with indicia of seats, crowds, even a scoreboard. Additional printings or engravings may be included for otherwise indicating particular teams/organizations, individuals (endorsers), businesses and/or advertisers.

On a preferred basis, there is provided a top cover 26 for better protecting board 10 from damage during storage or transport, also from dirt/dust and certain weather conditions. As shown, top cover 26 slides into and along grooves 28 of both interior sidewalls 24. Top cover 26 includes a finger hole aperture 30 for assisting with the opening and closing of same. Alternately, aperture 30 in top cover 26 may be supplemented with, or completely replaced by a handle (not shown) and both concepts may have a cover locking mechanism (also not shown) added thereto. In yet another embodiment, top cover 26 may be fitted with a pocket (not shown) for storage of the football game tokens, best seen in FIGS. 7 a and b.

Preferably, on the bottom exterior 32 to (or underside of) board 10, there is situated a circular, bearing-containing game base 34 similar to that found with most “lazy Susan” servers. Game base 34 allows board 10 to be easily rotated 360 degrees or, more importantly, 180° for when the players change sides at “halftime”.

Playing field 14 further includes a plurality of designated turnover areas which will cause the control of play to switch from one player to the other should a token/football stop in any portion of one turnover area. In the embodiments shown at FIGS. 1-6, the turnover areas are represented by football insignias or logos with four larger turnover areas being 36 being located in each of the four corners to playing field 14; and two other, smaller sized football logos 38 being located between the 5 and 10 yard lines at opposite ends of the field. The latter two logos 38 also serve as “kickoff” points where a player takes over on offense, i.e., commences his/her drive to score in four downs (defined hereinafter) at the start of any one half of play, or after the other player has just scored his/her own touchdown.

Each end zone 16 has a centrally located, scoring area 40 that consists of an aperture (or hole) completely through the surface of board 10. Should flat base 12 be made from thick materials, the scoring areas 40 may consist of just deep recesses into, but not completely through said flat base 12. As shown in the accompanying FIGURES, scoring area 40 has a diameter of about 15/16 inch, to be sized slightly larger than the dimension of token (simulated football) used with the game. It is preferred that the aperture fall completely through so that the players cannot dispute whether token movement has resulted in a score for one player. Alternately, it is possible to imagine a basket, netting or other token catching means (not shown) being added to the bottom exterior 32 adjacent the respective scoring areas 40.

Two metal tokens will be included with each game set. The tokens are meant to simulate the football. Sized roughly the diameter of a U.S. currency nickel, they can also be engraved with symbolic numbers, letters, pictures, logos, designs, and the like. Such markings will enable one of the coins to be used for tossing to determine which player starts first on offense. One representative token, sized slightly smaller than scoring area 40 in each end zone 16 measures 0.880 in. in diameter and 0.068 in. thick.

In order to make it more difficult for a player to pass from his/her starting point, either the initial kickoff logo 38, or where the other player's play has stopped via a turnover or loss of four “downs”, playing field 14 is fitted with a plurality of pegs 42 (colored or bleached). As shown, each peg is 7/32 inch in diameter and extends out of its hole, above the field of play by 1¼ inch. They may be made from wood, metal, plastic or combinations of materials. Preferably pegs 42 are permanently affixed to board 10. In alternate embodiments, however, pegs 42 may be temporarily inserted before play (with some pegs kept out for beginners, younger players, or the like). More sophisticated versions may even allow for relocating one or more peg at certain times in the game, or possibly even incorporating “moveable” peg arrangements.

Pegs 42 are meant to represent individuals on the playing field 14 and should be colored, or color-coded to indicate common groupings. For instance, one set of eleven pegs 44 may be colored to represent a set of offensive players on playing field 14. A similarly colored peg 44C could represent the sideline coach for that group of players. Another set of differently colored pegs 46 could represent the eleven defensive players on the field 14 with their corresponding coach 46C on the opposite sideline 18. There are also specially colored pegs 48 for representing a plurality of officials (or referees) and a pair of pegs 50, one or either side of scoring area 40 in the respective end zones 16. These peg pairs are meant to simulate goal posts at each end of the field 14.

The main player post colors can be varied for corresponding to different college or professional teams. Altogether, these pegs comprise a plurality of impassible inner barriers positioned about the playing field 14 of board 10.

To keep track of the number of touchdowns scored, one end of board 10 is provided with a plurality of peg apertures 52. Until needed to record the team's score, a color-coded peg 54 for moving between apertures 52 may be kept in one corner of end zone 16.

Method of Play

-   -   1. Two or more players can play a game. The entire playing field         14, including areas behind the end zones and sidelines 18 are         “in play”. Players may purposefully bank their token off the end         walls 22 and sidewalls 24 as part of any legal move.     -   2. At the start of a game, one player tosses a token/coin and         the other calls “heads or tails” for determining which player         gets first possession (or goes on offense first).     -   3. The player who lost the initial token/coin toss determines         which end zone to defend, i.e., the initial direction of play.     -   4. A “kick-off” is executed from the appropriate logo 38 located         between the 5 and 10 yard line marker. The player's token must         be placed entirely within the football insignia to begin and         “kick off”. That kick off constitutes one of the four downs of         the offensive player.     -   5. Each player gets four downs to move the token from the spot         where they first take possession, to the scoring area 40 (or         goal) located in the end zone 16 at the opposite end of playing         field 14. When the token falls through the scoring area 40, it         counts as a touchdown. The offensive player can “score” on any         one of his/her four downs. Failure to score after four downs,         however, results in a turnover and the other player takes         possession (or control of play) from that precise spot.     -   6. When the token has stopped moving after each down, a turnover         to the other player (and change of possession from that spot)         would also result when any edge of the token touches a portion         of any “on field” turnover area. As noted above, field 14         includes four corner, turnover areas 26 and two additional         kickoff insignia turnover areas 38.     -   7. All movements of a token T must be from the side of the token         using a thump (or “flick”) of the player's finger, as best seen         in accompanying FIG. 7 a. Any sliding movement(s) using the top         side of token T, as seen in FIG. 7 b, constitutes an illegal         movement and results in an automatic turnover switching play         control over to the other player. Every movement of a token,         however short in distance, constitutes a “down”, one of the four         allowed per offensive set of plays.     -   8. The player assuming control of the offense must start play         where the other player's last token move stopped, or from the         nearest kickoff insignia 38 after the other player has scored a         touchdown.     -   9. The game ends when any one player has scored ten (10)         touchdowns/goals provided they have won by at least two         scores/touchdowns. After the first player reaches five (5)         touchdowns, halftime for the game has been reached. Playing         field 14 will be rotated about game base 34 for the players to         simulate the switching of “sides”. Play then resumes from the         corresponding kickoff area.

Touchdowns

-   -   1. A touchdown is “scored” when the player's token falls through         the other player's scoring area 40, in the center of the         opposing player's end zone 16.     -   2. A touchdown can also be scored, for the other (defensive)         player should the offensive player put his scoring token into         and through his own scoring area 40, either accidentally or         intentionally. That is considered an interception (“pick”) or         recovered fumble for the other player.

Penalties

-   -   1. If, at any time, a player's thumped token leaves the playing         field 14, the token will be returned at roughly the point where         it went “out of bounds”. That constitutes a turnover resulting         in a change of possession (i.e., the other player will assume         offensive control at that point).     -   2. When a player uses his/her finger atop the token T, per FIG.         7 b, to cause a sliding, rather than token thumping movement,         that is a foul which causes an automatic turnover/change of         possession from the spot of the foul (i.e., where it was         wrongfully moved).

Referees

-   -   1. If one player challenges the other as to whether the token is         touching a turnover area, there are two options: (i) the players         may ask a non-playing person to judge and play on accordingly;         or (ii) using the second token, there can be another coin toss         with the player currently on offense calling “heads or tails”         and the winner of that toss getting the judgment in his/her         favor. There can only be two challenges per player per game. If         one player has used his allotted two challenges, the other         player gets to judge whether the token is “touching” the         turnover area.

Other Adaptations

The present invention relates to a board game that simulates the basic fundamentals of American football. It is to be understood, however, that this same concept, of slider (or “Slyder”) sports can be applied to other team sports including but not limited to basketball, soccer, ice or field hockey, baseball and rugby. It is also conceivable to make adaptations for certain individual sports like golf. Of course, for other sports, there would need to be appropriate modifications to the field dimensions, markings, scoring areas, barrier positions and other rule changes/modifications.

For true enthusiasts, the game board, logos thereon and/or interior-exterior sidewalls can be made to replicate the interiors/exteriors of well-known college and/or professional sports stadiums. An automatic mechanical or electronic touchdown scorekeeper may be substituted for the team peg and aperture 52 system described above. And the game board proper can be used as an advertising venue. Alternately, the field of play, interior sidewalls or exteriors can be used to recognize certain organizations, businesses, institutions and/or individuals.

The present invention relates to: (i) a board game that simulates American football; and (ii) methods for playing on that board game. The aforementioned Rules can be readily adapted for higher levels of participation/play and for group play in various “Slyder Leagues”. For instance, the players may choose to play with two tokens simultaneously, the second token serving as more of a movable defensive barrier. In more elaborate, sophisticated versions, other on field pegs/barriers may be added or subtracted, or possibly made movable about the field for even greater defensive “strategizing”.

Having described the presently preferred embodiments, it is to be understood that the invention may be otherwise embodied within the scope of the appended claims. 

1. A board for a sporting game between two or more players, said board comprising: (a) a flat surface designed for a first player to finger thump a playing token from a first spot on the flat surface and sequentially there along in a set number of tries towards a scoring goal at one end of the flat surface and, should that first player not get the token in the scoring goal, a second player shall get a set number of tries to finger thump the token from the first player's last spot and sequentially along the flat surface towards a scoring goal at another end of the flat surface; (b) upraised walls completely surrounding the flat surface so that the players may bank the token by finger thumping there against; (c) a plurality of pegs raised up from the flat surface through which the players must navigate when finger thumping the token towards their respective scoring goals; and (d) a plurality of turnover areas on the flat surface which, when the player's thumped token stops on any one area, that player can no longer thump the token towards the scoring goal in that set number of tries and the other player takes over control of token thumping from that area.
 2. The game board of claim 1 which is made to resemble a playing field for American football.
 3. The game board of claim 2 wherein the scoring goals are located in an end zone of the football playing field.
 4. The game board of claim 3 wherein each scoring goal consists of a recess into the flat surface, said recess being sized slightly larger than the token used with the game.
 5. The game board of claim 3 wherein each scoring goal consists of an aperture through the flat surface, said aperture being sized slightly larger than the token used with the game.
 6. The game board of claim 1, which further includes a top cover for protecting the flat surface during transport or storage.
 7. The game board of claim 1, which further includes means for pivotally rotating the game board on an underside of the flat surface.
 8. The game board of claim 1 wherein the plurality of pegs include a sufficient quantity for two sets of team members normally on a playing field at the same time.
 9. The game board of claim 8 wherein the plurality of pegs are color coded to represent two sets of team members.
 10. The game board of claim 8 wherein the plurality of pegs further include color-coded pegs representing one or more of: team coaches, game referees and typical on field obstructions like end zone goal posts.
 11. The game board of claim 1 which further includes means for keeping record of the number of times each player has successfully finger thumped the token into the scoring goal for that player.
 12. A game board for simulating American football for two or more players, said game board comprising: (a) a flat surface resembling a full football field and designed for a first player to finger thump a playing token from a first spot on the flat surface and sequentially there along in a set number of tries towards a scoring goal in one end zone of the field, and, should that first player not get the token in the scoring goal, a second player shall get a set number of tries to finger thump the token from the first player's last spot and sequentially there along towards a scoring goal in the opposite end zone; (b) upraised walls completely surrounding the flat surface so that the players may bank the token by finger thumping there against; (c) a plurality of pegs raised up from the flat surface through which the players must navigate when finger thumping the token towards their respective scoring goals; and (d) a plurality of turnover areas on the flat surface which, when the player's thumped token stops on any one area, that player can no longer thump the token towards the scoring goal in that set number of tries and the other player takes over control of token thumping from that area.
 13. The football game board of claim 12 wherein each scoring goal consists of an end zone recess sized slightly larger than the token used with the game.
 14. The football game board of claim 12 wherein each scoring goal consists of an aperture through the flat surface, said aperture being sized slightly larger than the token used with the game.
 15. The football game board of claim 12, which further includes a top cover for protecting the flat surface during transport or storage.
 16. The football game board of claim 12, which further includes means for pivotally rotating the game board on an underside of the flat surface.
 17. The football game board of claim 12 wherein the plurality of pegs include a sufficient quantity for two sets of eleven team members with each team being commonly colored.
 18. The football game board of claim 12, which further includes a plurality of color-coded pegs representing one or more of: team coaches, game referees and end zone goal posts.
 19. The game board of claim 1 which further includes means for manually recording the number of times each player has successfully thumped the token into its scoring goal.
 20. A method for playing a game between two or more players that simulates American football, said method comprising: (a) providing a game board that comprises: (i) a flat surface resembling a football field on which a first player finger thumps a playing token from a first spot on the flat surface and sequentially there along in four tries per turn towards a scoring goal in one end zone, and, should that first player not get the token in the scoring goal, a second player shall get four tries per turn to finger thump the token from the first player's last spot and sequentially there along towards a scoring goal in the opposite end zone; (ii) upraised walls surrounding the flat surface so that players may bank the token there against; (iii) a plurality of pegs raised up from the flat surface through which the players must navigate the token towards their respective scoring goals; and (d) a plurality of turnover areas on the flat surface which, when one player's thumped token stops on any one turnover area, that player forfeits any remaining tries to advance the token further and the other player starts finger thumping the token towards that player's scoring goal; (b) alternating player turns on the game board until a first player has achieved five touchdowns of the token through that player's scoring area; (c) rotating the game board so that the players change directions in which to take turns thumping the token toward their respective scoring goals; and (d) determining a winner after one player has reached: (i) at least ten (10) total scoring goals and (ii) two or more scoring goals than the other player. 